Implement core entity management features

Added `Archetype` struct with chunk management and disposal.
Added `BitSet` class for managing collections of bits.
Added `Class1.cs` as a placeholder for graphics functionality.
Added `ComponentData` struct and `ComponentPool` class for component management.
Added `ComponentRegistry` for efficient component registration.
Added `EntityChangeQueue` as a placeholder for future changes.
Added `Helpers.ttinclude` and `QueryRefComponent.tt` for code generation.
Added `Signature` struct for managing component signatures.
Added `World` struct to manage the game world and entities.
Added `QueryRefComponent` delegates for querying entities.

Changed `Archetype.cs` to implement `IDisposable`.
Changed `AssemblyInfo.cs` to update global using directives.
Changed `Chunk.cs` to introduce `ChunkCollection` for chunk management.
Changed `Component.cs` to refine component management methods.
Changed `Entity.cs` to improve properties and methods.
Changed `Ghost.Entities.csproj` to update project properties.
Changed `Program.cs` to demonstrate entity creation and querying.
Changed `World.Query.cs` to facilitate querying with components.
This commit is contained in:
2025-05-21 11:46:48 +09:00
parent 56a21bab2b
commit 0cf3104a6a
30 changed files with 1702 additions and 240 deletions

View File

@@ -1,103 +1,112 @@
using Ghost.Entities.Helpers;
using Ghost.Entities.Registries;
using Misaki.HighPerformance.Unsafe.Collections;
using Misaki.HighPerformance.Unsafe.Helpers;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
namespace Ghost.Entities;
namespace Ghost.Entities;
public interface IComponent
{
}
[SkipLocalsInit]
internal readonly record struct ComponentData
internal class ComponentPool<T> : IDisposable
where T : struct, IComponent
{
public readonly int id;
public readonly int sizeInByte;
public ComponentData(int id, int sizeInByte)
private struct ComponentData
{
this.id = id;
this.sizeInByte = sizeInByte;
public T data;
public Entity owner;
}
}
internal static class Component
{
public static unsafe UnsafeArray<int> ToLookupArray(Span<ComponentData> datas, Allocator allocator)
private EntityID _nextId;
private EntityID _capacity;
private ComponentData[] _components;
private EntityID[] _lookup;
public ComponentPool(int initialSize = 16)
{
var max = 0;
foreach (var data in datas)
_nextId = 0;
_capacity = initialSize;
_components = new ComponentData[initialSize];
_lookup = new EntityID[initialSize];
_lookup.AsSpan().Fill(Entity.INVALID_ID);
}
public EntityID Count => _nextId;
private EntityID GetComponentIndex(Entity entity)
{
return _lookup[entity.ID];
}
public void Add(Entity entity, T component)
{
if (entity.ID >= _lookup.Length)
{
var componentId = data.id;
if (componentId >= max)
_lookup.AsSpan(_nextId, entity.ID - _lookup.Length + 1).Fill(Entity.INVALID_ID);
}
if (_lookup[entity.ID] != Entity.INVALID_ID)
{
// Overwrite the old data if generation is larger
if (entity.Generation > _components[_lookup[entity.ID]].owner.Generation)
{
max = componentId;
var index = _lookup[entity.ID];
_components[index].data = component;
_components[index].owner = entity;
}
return;
}
// Create lookup table where the component ID points to the component index.
var array = new UnsafeArray<int>(max + 1, allocator);
array.AsSpan().Fill(-1);
for (var index = 0; index < datas.Length; index++)
if (_nextId >= _capacity)
{
ref var type = ref datas[index];
var componentId = type.id;
array[componentId] = index;
var newCapacity = _capacity * 2;
Array.Resize(ref _components, newCapacity);
Array.Resize(ref _lookup, newCapacity);
_lookup.AsSpan(_capacity, newCapacity - _capacity).Fill(Entity.INVALID_ID);
_capacity = newCapacity;
}
return array;
_components[_nextId] = new ComponentData
{
data = component,
owner = entity
};
_lookup[entity.ID] = _nextId;
_nextId++;
}
public static int GetHashCode(Span<ComponentData> components)
public ref T GetRef(Entity entity)
{
// Search for the highest id to determine how much uints we need for the stack.
var highestId = 0;
foreach (ref var cmp in components)
{
if (cmp.id > highestId)
{
highestId = cmp.id;
}
}
// Allocate the stack and set bits to replicate a bitset
var length = BitSet.RequiredLength(highestId + 1);
Span<uint> stack = stackalloc uint[length];
var spanBitSet = new SpanBitSet(stack);
foreach (ref var type in components)
{
var x = type.id;
spanBitSet.SetBit(x);
}
return GetHashCode(stack);
return ref _components[_lookup[entity.ID]].data;
}
public static int GetHashCode(Span<uint> span)
public bool Has(Entity entity)
{
var hashCode = new HashCode();
hashCode.AddBytes(MemoryMarshal.AsBytes(span));
if (entity.ID >= _lookup.Length)
{
return false;
}
return hashCode.ToHashCode();
var index = GetComponentIndex(entity);
return index != Entity.INVALID_ID && _components[index].owner.Generation == entity.Generation;
}
}
internal static class Component<T>
where T : unmanaged, IComponent
{
public static readonly ComponentData data;
public static readonly Signature signature;
static Component()
public void Set(Entity entity, T component)
{
if (entity.ID >= _lookup.Length || _lookup[entity.ID] == Entity.INVALID_ID)
{
return;
}
var index = _lookup[entity.ID];
_components[index].data = component;
_components[index].owner = entity;
}
public void Dispose()
{
data = ComponentRegistry.GetOrAdd<T>();
signature = new Signature(data);
}
}